ppsspp/GPU/GLES
2014-05-28 08:47:54 +02:00
..
DepalettizeShader.cpp framebuffer-clut fixes for ES2 2014-05-28 08:47:54 +02:00
DepalettizeShader.h framebuffer-clut fixes for ES2 2014-05-28 08:47:54 +02:00
FragmentShaderGenerator.cpp Ignore the funcs for min/max/absdiff. 2014-05-27 01:45:21 -07:00
FragmentShaderGenerator.h Apply unsupported blending modes in the shader. 2014-05-27 01:45:17 -07:00
Framebuffer.cpp Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
Framebuffer.h Avoid duplicating an FBO when depaletizing it. 2014-05-27 22:12:23 +02:00
GLES_GPU.cpp Depalettize works at other resolutions than 1x. For some strange reason though if you change resolution in game it breaks. 2014-05-27 22:09:26 +02:00
GLES_GPU.h Initial work on depalettization. 2014-05-27 22:07:24 +02:00
ShaderManager.cpp Make a note when we need to reset the shader. 2014-05-27 22:12:25 +02:00
ShaderManager.h Apply unsupported blending modes in the shader. 2014-05-27 01:45:17 -07:00
SoftwareTransform.cpp Remove cached light variables to reduce work when parsing DLs. 2014-04-21 12:51:19 +02:00
Spline.cpp Medium Quality mode for spline patch 2014-04-26 12:04:26 +08:00
StateMapping.cpp Remove AlphaMaskHack 2014-05-27 22:11:18 +02:00
StateMapping.h Adapt the basic spline code from the softgpu to the GL code. 2013-08-23 00:33:18 +02:00
TextureCache.cpp Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
TextureCache.h Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
TextureScaler.cpp Put the removed include back, but only for Visual Studio 2012. 2013-09-17 10:27:06 -04:00
TextureScaler.h Update to latest version of "native" 2013-05-31 23:10:58 +02:00
TransformPipeline.cpp Unbind the fbo texture when it's not used. 2014-05-27 01:45:20 -07:00
TransformPipeline.h Unbind the fbo texture when it's not used. 2014-05-27 01:45:20 -07:00
VertexDecoder.cpp Pos=0 is treated the same as pos=1. 2014-05-04 18:29:47 -07:00
VertexDecoder.h Update some flags in GLES_GPU. 2014-03-29 14:10:35 -07:00
VertexDecoderArm.cpp Oops, the vertexdecoder should read vertex alpha. 2014-05-04 09:05:45 -07:00
VertexDecoderX86.cpp Use an unsigned compare for x86 vertexalpha check. 2014-05-04 09:58:58 -07:00
VertexShaderGenerator.cpp Optimize ComputeVertexShaderID() a bit. 2014-03-29 10:35:09 -07:00
VertexShaderGenerator.h Preparation for proper spline/bez: Convert control points to a simple format. 2013-09-21 23:37:14 +02:00